Misty Pi'jiu Brew: Pour the brew onto the ground, summoning a Spectral Mistweaver to fight for you for 10 min.

Thick Pi'jiu Brew: Pour the brew onto the ground, summoning a Spectral Brewmaster to fight for you for 10 min.

Tier 16 Names and Models

In this PTR build, Tier 16 items were give names, instead of using placeholder T15 names. They were also assigned their models, which we datamined previously. Currently on the PTR, you can purchase Tier 16 gear but it resembles Tier 15 gear.

These colors below are for Normal itemsets. It appears that the colors for LFR, Flex, and Heroic were not assigned to items in this build.

Achievements

Go Long: Transfer the Mark of Anguish to at least 5 unique players over a total of 250200 yards or more during a single Desperate Measures phase, and then defeat the Fallen Protectors in Siege of Orgrimmar on Flexible, Normal, or Heroic difficulty.

Classes

Crackling Jade Lightning: Channels Jade lightning at the target, causing Nature damage over 6 sec. When dealing damage, you have a 30% chance to generate 1 Chi. If the enemy attacks you within melee range while victim to Crackling Jade Lightning, they are knocked back a short distance. This effect has an 8 sec cooldown.

Expel Harm: Instantly heals yourself for to , and causes 50% of the amount healed to instantly be dealt to a nearby enemy as Nature damage within 10 yards. Generates 1 Chi.

Talents and Specialization

Power Strikes: Every 20 sec, you gain Power Strikes, causing your next Jab, Soothing Mist, Spinning Crane Kick, Expel Harm, Keg Smash, or Crackling Jade Lightning to generate 1 additional Chi. If you are already at maximum Chi, a Chi Sphere will be summoned near you.

Lifebloom: Heals the target for over 15 sec. When Lifebloom expires or is dispelled, the target is instantly healed for . This effect can stack up to 3 times on the same target. Duration refreshed each time you cast Healing Touch, Nourish, or Regrowth on the target. Lifebloom can be active only on one target at a time, but all applications move to the new target when the target is changed if more than 2 sec duration remains..

Starfall: You summon a flurry of stars from the sky on 0all targets within 40 yards of the caster that you're in combat with, each dealing 534 to 620 (+ 33% of SpellPower) Arcane damage. Maximum 20 stars. Lasts 10 sec. Triggering a Lunar Eclipse resets the cooldown of this spell. Shapeshifting into an animal form or mounting cancels the effect. Any effect which causes you to lose control of your character will suppress the Starfall effect.

Surge of Light: Discipline, Holy: Surge of Light You have a 15% chance when you Smite Heal, Flash Heal, Binding Heal or Greater Healor cast a healing spell to cause your next Flash Heal to be instant cast and have no mana cost. Limit 2 charges. Shadow: Surge of Darkness Periodic damage from your Vampiric Touch has a 20% chance to cause your next Mind Spike to not consume your damage-over-time effects, become instant cast, cost no mana, and deal 50% additional damage. Limit 2 charges.

Shadowy Apparitions: When you deal critical periodic damage with your Shadow Word: Pain, you also create a shadowy version of yourself that floats towards the target and deals 393 (+ 37.5% of SpellPower0 Shadow damage.

Glyphs

Glyph of Deep Wells: Increases the total amount of charges of your Lightspring and Lightwell by 2.

Glyph of Lightwell: Your Lightwell no longer automatically heals nearby targets, but can be clicked by players to restore health every 2 for 6 sec.deal 50% more healing than normal.

: Void Shift causes you and your target to exchange appearances for several seconds. Does not affect mounted players.

Chain Heal: Heals the friendly target for 7086 to 8094 (+ 68.76% of SpellPower), then jumps to heal the most injured nearby targets. If cast on a party or raid member, the heal will only jump to other members. Each jump reduces the effectiveness of the heal by 30%. Heals 4 total targets.

Summon Elemental Familiar: Summons a random Fire, Water, or Nature familiar. Familiars of different types have a tendency to fight each other.

Talents and Specialization

Totemic Persistence: Summoning a second totem of the same element no longer causes the first totem to be destroyed. Only one totem may benefit from this effect at a time. Does not affect Fire totems.

Thunderstorm: You call down a bolt of lightning, energizing you and damaging nearby enemies within 10 yards. Restores 60%15% mana to you and deals 1696 to 1937 (+ 57.1% of SpellPower) Nature damage to all nearby enemies, reducing their movement speed by 40% for 5 sec and knocking them back 20 yards. This spell is usable while stunned.

Glyphs

Glyph of Eternal Earth: Your Lightning Bolt has a chance to add a charge to your currently active Earth Shield. This cannot cause Earth Shield to exceed 9 charges.

Glyph of Purging: Successfully Purging a target now grants a stack of Maelstrom Weapon.

Demonic Gateway: Create a demonic gateway between two locations. Stepping into the gateway causes any party member to be instantly transported to the other gateway. Limit 5 charges. The portal generates one charge every 15 seconds and lasts 15 min.

Talents and Specialization

Haunt: You send a ghostly soul into the target, dealing 2804 (+ 262.5% of SpellPower) Shadow damage and increasing all periodic damage done by your spells on the target by 45% for 8 sec.

Glyph of Victory Rush: Increases the total healing provided by your Victory Rush, or the healing of Impending Victory following a kill by 50%. This glyph has no effect if combined with the Impending Victory talent.

Hunter Pets

Spell Changes

Gnaw: Bite and tear at a target's limbs, dealing light damage and stunning for 3 sec.

Gnaw: Bite and tear at a target's limbs, stunning it for 3 sec and dealing damage.

Burden of Eternity: Imbue great power upon an unbound Timeless armor token to create an item appropriate for your loot specialization.

Amber Explosion: Inflicts 300000 Nature damage to all enemies within 15 yards of the impact.

Amber Globule Detonation: Conjures a globule of amber, which floats toward the target. It will detonate on any target it hits, encasing them, and other targets within 46 yd, in amber and increasing damage taken by 50% for 6 sec.

Animated Strike: Drains some of the life essence from players, knocking them back and inflicting 60328 to 6342158500 to 61500 Shadow damage and forming a stone statue from that essence. These statues frequently strike the ground, inflicting 120656 to 126843 Physical damage and stunning targets in a frontal cone for 2 sec. These statues remain until killed.

Blade of the Hundred Steps: Imbues all players of the tank role in the current quadrant of this warehouse with a boon. Attacks have a chance to call down a bolt of lightning, inflicting 1271263260000 Nature damage to enemies within 4 yards and stun them for 2 sec. This effect bypasses a creature's immunity to stuns and has a 15-second cooldown.

Blade of the Hundred Steps: Imbues all players of the tank role in the current quadrant of this warehouse with a boon. Attacks have a chance to call down a bolt of lightning, inflicting 1271263260000 Nature damage to enemies within 4 yards and stun them for 2 sec. This effect bypasses a creature's immunity to stuns and has a 15-second cooldown.

Spoils of Pandaria: Imbues all players of the healer role in the current quadrant of this warehouse with a boon. Heals have a chance to create a wave of force that contains 303750120000 healing energy which travels forward 40 yards. Any friendly targets in the wave's path consume healing energy based on their missing health. This effect has an 8-second cooldown. The wave also damages enemies for 352563 to 370644352950 to 371050 Nature damage. After 2 sec or once all healing energy has been consumed, the wave dissipates.

Blood Rage: Rage fills Malkorok, causing each melee attack to inflict 25200001800000 Physical damage, split among all enemies hit. Blood Rage causes Malkorok to lose 5 rage every second and ends when he no longer has any rage.

Blood Rage: Rage fills Malkorok, causing each melee attack to inflict 25200001800000 Physical damage, split among all enemies hit. Blood Rage causes Malkorok to lose 5 rage every second and ends when he no longer has any rage.

Bloodlust: The Dark Shaman go into a blood frenzy, increasing all damage dealt by 30%25% and haste by 30%25%.

Bonecracker: Crack the target's bones, reducing maximum health by 50%35% and causing the target to bleed for 32000 Physical damage every 1 sec.

Bonecracker: Crack the target's bones, reducing maximum health by 50%35% and causing the target to bleed for 32000 Physical damage every 1 sec.

Breath of Fire: Bellows out a channel of fire for 6 sec, inflicting 352687 to 389812190000 to 210000 Fire damage. If the target is afflicted with Keg Toss, they are additionally disoriented and take 73878 to 7462139800 to 40200 Fire damage every second for 6 sec.

Breath of Fire: Bellows out a channel of fire for 6 sec, inflicting 352687 to 389812190000 to 210000 Fire damage. If the target is afflicted with Keg Toss, they are additionally disoriented and take 73878 to 7462139800 to 40200 Fire damage every second for 6 sec.

Breath of Fire: Bellows out a channel of fire for 6 sec, inflicting 352687 to 389812190000 to 210000 Fire damage. If the target is afflicted with Keg Toss, they are additionally disoriented and take 73878 to 7462139800 to 40200 Fire damage every second for 6 sec.

Breath of Fire: Bellows out a channel of fire for 6 sec, inflicting 352687 to 389812190000 to 210000 Fire damage. If the target is afflicted with Keg Toss, they are additionally disoriented and take 73878 to 7462139800 to 40200 Fire damage every second for 6 sec.

Breath of Fire: Breathe fire, dealing 92500 to 107500 Fire damage in a cone in front of the caster.

Caustic Blood: Injects the victim with poison, inflicting 2000040000 Nature damage every second. This effect stacks up to 10 times. This effect fails to apply to tanks using their Active Mitigation abilities.

Claw of Burning Anger: Imbues all players of the damage dealer role in the current quadrant of this warehouse with a boon. Attacks have a chance to damage a target for 189443 to 209384135850 to 150150 Fire damage. This effect has a 5-second cooldown.

Claw of Burning Anger: Imbues all players of the damage dealer role in the current quadrant of this warehouse with a boon. Attacks have a chance to damage a target for 189443 to 209384135850 to 150150 Fire damage. This effect has a 5-second cooldown.

Cleave: Your attacks have a (70188 / 100)% chance to Cleave, dealing the same damage to all other nearby targets.

Cleave: Cleave.Duplicates damage from an attack to all other nearby targets.

Cleave: Cleave.Duplicates damage from an attack to all other nearby targets.

Cleave: Cleave.Duplicates damage from an attack to all other nearby targets.

Cleave: Cleave.Duplicates damage from an attack to all other nearby targets

Cleave: Cleave.Duplicates damage from an attack to all other nearby targets

Cleave: Cleave.Duplicates damage from an attack to all other nearby targets

Cleave: Cleave.Duplicates damage from an attack to all other nearby targets

Cleave: Cleave.Duplicates damage from an attack to all other nearby targets

Cleave: Cleave.Duplicates damage from an attack to all other nearby targets.

Cleave: Your heals have a (70188 / 100)% chance to Cleave, dealing the same healing to all other nearby targets.

Cleave: Cleave.Duplicates healing from a spell to all other nearby targets.

Cleave: Cleave.Duplicates healing from a spell to all other nearby targets

: Channels Jade lightning at the target, causing 1182 Nature damage over 6 sec. When dealing damage, you have a 30% chance to generate 1 Chi. If the enemy attacks you within melee range while victim to Crackling Jade Lightning, they are knocked back a short distance. This effect has an 8 sec cooldown.

Cursed Swabby Helmet: Transform into a Cursed Hozen Swabby, able to breath under waterbreathe underwater and swim 200% faster. Only useable in Pandaria.

Damaged Diving Helmet: Allows the wearer to breathe underwater and increases swimming speed by 0%100%. This helmet is damaged and won't last long.

Dark Meditation: Summons a manefestation of negative emotion which shares health with its creator.Embodied Despair and Embodied Desperation focus their negative emotions, creating Sha manifestations which attack players. Any damage taken by these manifested emotions will also be suffered by the creature that spawned them.

Defensive Stance: A defensive stance that reduces damage taken by 25%, deflects all ranged attacks and spells from the front10% and grants rage when struck.

Demonic Gateway: Create a demonic gateway between two locations. Stepping into the gateway causes any party member to be instantly transported to the other gateway. Limit 5 charges. The portal generates one charge every 15 seconds and lasts 15 min.

Demonic Gateway: Create a demonic gateway between two locations. Stepping into the gateway causes any party member to be instantly transported to the other gateway. Limit 5 charges. The portal generates one charge every 15 seconds and lasts 15 min.

: Create a demonic gateway between two locations. Stepping into the gateway causes any party member to be instantly transported to the other gateway. Limit 5 charges. The portal generates one charge every 15 seconds.

Shadow Volley: Ushers the power of his inner demon, inflicting 123750120000 Shadow damage to all nearby players.

Shadow Volley: Ushers the power of his inner demon, inflicting 123750120000 Shadow damage to all nearby players.

Desecrate: Inflicts 97500 to 102500156000 to 164000 Shadow damage to enemies within 15 yards and creates a Desecrated Weapon at the location.

Devour: The caster devours the victim, inflicting 8000064000 Physical damage every 1 seconds and energizing themselves for until cancelled. This effect persists until the caster reaches 100 energy or has taken 25% of its health in damage.

Eerie Fog: Inflicts 48750 to 51250109687 to 115312 Nature damage to the target every 3 seconds.

Wild Mushroom: Instantly heals a friendly target that has an active Rejuvenation or Regrowth effect for 13966 (+ 129% of SpellPower), and Restores health to the three most injured allies within 10 yards of the initial target every 1 sec for 7 sec.

Embodied Despair: Inflicts 146250 to 153750390000 to 410000 Shadow damage to all enemies within the realm of Y'shaarj.

Embodied Doubt: Inflicts 34125 to 3587578000 to 82000 Shadow damage to all enemies within the realm of Y'Shaarj.

Empowered Desecrate: Inflicts 146250 to 153750234000 to 246000 Shadow damage to enemies within 15 yards and creates a Empowered Desecrated Weapon at the location.

Enrage: Periodically enrages, increasing damage done by 300%200% but decreasing movement speed by 75%. While enraged, attacks have a chance to shatter the armor of his target, decreasing their armor by $148510%10% for 1 min. This effect stacks.

Essence of Y'Shaarj: The corrupted essence of Y'Shaarj heals Malkorok for 5% of his maximum health and gerates 5 rage.

Expel Harm: Instantly heals a friendly target for to , and causes 50% of the amount healed to instantly be dealt to a nearby enemy as Nature damage within 10 yards. Generates 1 Chi.

Exploding Iron Star: The impact of the Iron Star causes it to explode, inflicting 1462500 to 15375001950000 to 2050000 Fire damage to nearby enemies. The damage inflicted decreases the farther away an enemy is from the explosion.

Explosive Ring: Inflicts 150000225000 Fire damage to all victims caught in the blast every second.

Fan of Bananas: Throws a fan of bananas at all enemies within 08 yards, dealing 161875 to 188125 damage and reducing movement speed by 5% for 5 sec.

Focused Anguish: Mark of Anguish periodically inflicts 40000 Shadow damage every second and roots the target. Shadow Weakness increasesWhen Embodied Anguish strikes targets, he applies Shadow Weakness, increasing damage taken by Mark of Anguish. by 35% per stackAdditionally, passing the Mark of Anguish applies one Shadow Weakness to all players. This effect stacks. Embodied Anguish has fixed upon you!

Forbidden Magic: Inflicts 107250104000 Arcane damage every second while channeling.

Forbidden Magic: Inflicts 107250104000 Arcane damage every second while channeling.

Fortitude Trigger: Chance on being hit by a melee attack to gain a 20% reduction to physical damage taken for 15 sec. (Approximately 1.402.10 procs per minute)

Ground Slam: Kovok slams into the ground causing 61875240000 Physical damage to all players within 15 yards and knocking them back.

Gumweed: A random effect will occur! Chance to restore health or a useful resource. Only usable in Pearl Lake.at Pearl Lake in the Jade Forest.

Gusting Bomb: Charges a distant target, inflicting 201093 to 211406156000 to 164000 Nautre damage to enemies within 75 yards of that target and leaves behind a trail of wind, inflicting 123750120000 Nature damage every second for 30 sec.

Gusting Bomb: Charges a distant target, inflicting 201093 to 211406156000 to 164000 Nautre damage to enemies within 75 yards of that target and leaves behind a trail of wind, inflicting 123750120000 Nature damage every second for 30 sec.

Gusting Bomb: Charges a distant target, inflicting 201093 to 211406156000 to 164000 Nautre damage to enemies within 75 yards of that target and leaves behind a trail of wind, inflicting 123750120000 Nature damage every second for 30 sec.

Gusting Bomb: Charges a distant target, inflicting 201093 to 211406156000 to 164000 Nautre damage to enemies within 75 yards of that target and leaves behind a trail of wind, inflicting 123750120000 Nature damage every second for 30 sec.

Gusting Bomb: Charges a distant target, inflicting 201093 to 211406156000 to 164000 Nautre damage to enemies within 75 yards of that target and leaves behind a trail of wind, inflicting 123750120000 Nature damage every second for 30 sec.

Gusting Bomb: Charges a distant target, inflicting 201093 to 211406156000 to 164000 Nautre damage to enemies within 75 yards of that target and leaves behind a trail of wind, inflicting 123750120000 Nature damage every second for 30 sec.

Harden Flesh: Hardens the flesh of targets over 10 sec, inflicting 1650016000 Physical damage every second and slowing by 15%. This effect stacks.

Harden Flesh: Hardens the flesh of targets over 10 sec, inflicting 1650016000 Physical damage every second and slowing by 15%. This effect stacks.

Hewn: Skeer' massive bladesSkeer's massive blade hacks his opponents nearly in two. This exposes their innerdsinnards, making them more likely to fall prey to the meddling of Rik'kal's experiments.

Holy Nova: Causes an explosion of holy light around the caster, causing 307 to 356 (+ 14.3% of SpellPower) Holy damage to all enemy targets within 10 yards and healing up to 5all nearby targets within 10 yards for 2373 to 2756 (+ 24.7% of SpellPower). Healing is divided among the number of targets healed. These effects cause no threat.

Holy Nova: Causes an explosion of holy light around the caster, causing 307 to 356 (+ 14.3% of SpellPower) Holy damage to all enemy targets within 10 yards and healing up to 5all nearby targets within 10 yards for 2373 to 2756 (+ 24.7% of SpellPower). Healing is divided among the number of targets healed. These effects cause no threat.

Hurl Amber: Hurls a glob of amber down at the targeted location. On impact an area of Caustic Amber will form, inflicting 231250 to 268750185000 to 215000 Nature damage to all enemies every second.

Hurl Amber: Hurl a piece of amber at a target location up to 0 to 60100 away.

Icicle: $esc148011When you damage enemies with Frostbolt and Frostfire Bolt, 14% of the damage done is stored as an Icicle with you, for 30 sec. Also increases the damage of your Water Elemental's Waterbolt by 14%. Up to 5 Icicles can be stored at once. Casting Ice Lance causes any Icicles to begin launching at the target.

Injection: Inflicts 2000016000 Nature damage every second for 20 sec. When this effect fades it causes a reaction. Injection 200 yd range Instant

Invoke Lava: Summons globs of lava around the caster. The lava will burn friendly and enemy units standing on it every 1 sec for 32375 to 376259250 to 10750 Fire damage plus an additional 125008000 Fire damage over 54 sec, and increase all damage taken by 2%. Stacks up to 20 times.3 times.

Invoke Lava: Summons globs of lava around the caster. The lava will burn friendly and enemy units standing on it every 1 sec for 32375 to 376259250 to 10750 Fire damage plus an additional 125008000 Fire damage over 54 sec, and increase all damage taken by 2%. Stacks up to 20 times.3 times.

Lifebloom: Heals the target for over 15 sec. When Lifebloom expires or is dispelled, the target is instantly healed for . This effect can stack up to 3 times on the same target. Duration refreshed each time you cast Healing Touch, Nourish, or Regrowth on the target. Lifebloom can be active only on one target at a time, but all applications move to the new target when the target is changed if more than 2 sec duration remains..

Make Dragon's Nest Noodle Soup: Prepare a bowl of Dragon's Nest Noodle Soup. The subtleties of the blend of various vegetables is well appreciated by merchants and shopkeepers.

Make Noodle Soup: Prepare a bowl of Noodle Soup. This simple soup is a great bargain for the budget conscious student.

Make Pandaren Treasures Noodle Soup: Prepare a bowl of Pandaren Treasures Noodle Soup. This hearty soup has all the nutrients and flavors necessary to restore both the mind and body after a hard day's work.

Manifest Despair: Summons a manefestation of negative emotion which shares health with its creator.Embodied Despair and Embodied Desperation focus their negative emotions, creating Sha manifestations which attack players. Any damage taken by these manifested emotions will also be suffered by the creature that spawned them.

Manifest Desperation: Summons a manefestation of negative emotion which shares health with its creator.Embodied Despair and Embodied Desperation focus their negative emotions, creating Sha manifestations which attack players. Any damage taken by these manifested emotions will also be suffered by the creature that spawned them.

Mark of Anguish: Mark of Anguish periodically inflicts 40000 Shadow damage every second and roots the target. Shadow Weakness increasesWhen Embodied Anguish strikes targets, he applies Shadow Weakness, increasing damage taken by Mark of Anguish. by 35% per stackAdditionally, passing the Mark of Anguish applies one Shadow Weakness to all players. This effect stacks. Embodied Anguish has fixed upon you!

Mark of Anguish: Mark of Anguish periodically inflicts 40000 Shadow damage every second and roots the target. Shadow Weakness increasesWhen Embodied Anguish strikes targets, he applies Shadow Weakness, increasing damage taken by Mark of Anguish. by 35% per stackAdditionally, passing the Mark of Anguish applies one Shadow Weakness to all players. This effect stacks. Embodied Anguish has fixed upon you!

Matter Scramble: Highlights several locations on the ground which will scramble the locations of players standing inside them. If the Golem attempts to scramble a location with no players, the fabric of space tears, inflicting 195000 to 205000234000 to 246000 Fire damage to players within 30 yards.

Matter Scramble: Highlights several locations on the ground which will scramble the locations of players standing inside them. If the Golem attempts to scramble a location with no players, the fabric of space tears, inflicting 195000 to 205000234000 to 246000 Fire damage to players within 30 yards.

Matter Scramble: Highlights several locations on the ground which will scramble the locations of players standing inside them. If the Golem attempts to scramble a location with no players, the fabric of space tears, inflicting 195000 to 205000234000 to 246000 Fire damage to players within 30 yards.

Mutate: Transforms the victim into a mantid scorpion. The process is painful and inflicts 146250 to 153750117000 to 123000 Fire damage to all enemies in 10 and 50000within 10 yards and 40000 Fire damage every second thereafter to the primary target.

Nova: Creates a Spark of Life, which periodically pulses an electrically charged cloud, inflicting 201093 to 211406195000 to 205000 Nature damage to enemies within 4 yards. Defeating the Spark of Life invokes a Supernova, immediately inflicting 122512 to 124987118800 to 121200 Nature damage to enemies within 8 yards.

Noxious Vapors: Inflicts 292500 to 307500234000 to 246000 Nature damage every second to victims caught in the Noxious Cloud.

Orb of Light: Orb of Light weakens the physical form of pride left behind by banished players. Each orb inflicts 25%20% of the physical form's maximum health in Holy damage and increases its damage taken by 45%50%. This effect stacks.

Ordon Death Chime: Charge at an enemy, inflicting 89905 Physical200000 Fore damage to enemies within 8 yards and knocking them down for 2 sec.3 sec.

Oxen Fortitude: Niuzao tests the enemy's fortitude, increasing opponent's health by <Unknown value - The spell referenced no longer exists>%20% and his own damage dealt by 10% per stack.

Oxen Fortitude: Niuzao tests the enemy's fortitude, increasing opponent's health by <Unknown value - The spell referenced no longer exists>%20% and his own damage dealt by 10% per stack.

Path of Blossoms: Charges a distant target, leaving behind a trail of fiery blossoms which on contact, inflict 217181 to 228318117000 to 123000 Fire damage to enemies within 3 yards. These blossoms linger for 30 sec. Casts Mass Paralysis upon reaching the distant target's location, stunning any remaining targets within 3 yards for 6 sec.

Path of Blossoms: Charges a distant target, leaving behind a trail of fiery blossoms which on contact, inflict 217181 to 228318117000 to 123000 Fire damage to enemies within 3 yards. These blossoms linger for 30 sec. Casts Mass Paralysis upon reaching the distant target's location, stunning any remaining targets within 3 yards for 6 sec.

Path of Blossoms: Charges a distant target, leaving behind a trail of fiery blossoms which on contact, inflict 217181 to 228318117000 to 123000 Fire damage to enemies within 3 yards. These blossoms linger for 30 sec. Casts Mass Paralysis upon reaching the distant target's location, stunning any remaining targets within 3 yards for 6 sec.

Path of Blossoms: Charges a distant target, leaving behind a trail of fiery blossoms which on contact, inflict 217181 to 228318117000 to 123000 Fire damage to enemies within 3 yards. These blossoms linger for 30 sec. Casts Mass Paralysis upon reaching the distant target's location, stunning any remaining targets within 3 yards for 6 sec.

Pierce: Pierces the target dealing 391875 to 433125380000 to 420000 Physical damage to the target. In addition, the target bleeds for 80437 to 8456250000 Physical damage every second for 1 seconds.6 sec.

Power Strikes: Every 20 sec, you gain Power Strikes, causing your next Jab, Soothing Mist, Spinning Crane Kick, Expel Harm, Keg Smash, or Crackling Jade Lightning to generate 1 additional Chi. If you are already at maximum Chi, a Chi Sphere will be summoned near you.

Pulse: Creates a Spark of Life, which periodically pulses an electrically charged cloud, inflicting 201093 to 211406195000 to 205000 Nature damage to enemies within 4 yards. Defeating the Spark of Life invokes a Supernova, immediately inflicting 122512 to 124987118800 to 121200 Nature damage to enemies within 8 yards.

Pulse: Creates a Spark of Life, which periodically pulses an electrically charged cloud, inflicting 201093 to 211406195000 to 205000 Nature damage to enemies within 4 yards. Defeating the Spark of Life invokes a Supernova, immediately inflicting 122512 to 124987118800 to 121200 Nature damage to enemies within 8 yards.

Renewing Mist: You surround the target with healing mists, restoring 2266 (+ 10.7% of SpellPower) health every 2 sec for 18 sec. Generates 1 Chi. Each time Renewing Mist heals, it also travels to the closest nearby injured friendly target within 20 yards, up to 2 times.

Renewing Mist: You surround the target with healing mists, restoring 2266 (+ 10.7% of SpellPower) health every 2 sec for 18 sec. Generates 1 Chi. Each time Renewing Mist heals, it also travels to the closest nearby injured friendly target within 20 yards, up to 2 times.

Renewing Mist: You surround the target with healing mists, restoring 2266 (+ 10.7% of SpellPower) health every 2 sec for 18 sec. Generates 1 Chi. Each time Renewing Mist heals, it also travels to the closest nearby injured friendly target within 20 yards, up to 2 times.

: You surround the target with healing mists, restoring 2266 (+ 10.7% of SpellPower) health every 2 sec for 18 sec. Generates 1 Chi. Each time Renewing Mist heals, it also travels to the closest nearby injured friendly target within 20 yards, up to 2 times.

Renewing Mists: A soothing mist heals the caster for 92500 to 107500 every 3 sec. for 12 sec.

Residual Corruption: Residual Corruption left in the quarantine zone inflicts 72000 Shadow damage to all players within every 3 seconds.

Return to Stone: Drains some of the life essence from players, knocking them back and inflicting 60328 to 6342158500 to 61500 Shadow damage and forming a stone statue from that essence. These statues frequently strike the ground, inflicting 120656 to 126843 Physical damage and stunning targets in a frontal cone for 2 sec. These statues remain until killed.

Return to Stone: Drains some of the life essence from players, knocking them back and inflicting 60328 to 6342158500 to 61500 Shadow damage and forming a stone statue from that essence. These statues frequently strike the ground, inflicting 120656 to 126843 Physical damage and stunning targets in a frontal cone for 2 sec. These statues remain until killed.

Return to Stone: Drains some of the life essence from players, knocking them back and inflicting 60328 to 6342158500 to 61500 Shadow damage and forming a stone statue from that essence. These statues frequently strike the ground, inflicting 120656 to 126843 Physical damage and stunning targets in a frontal cone for 2 sec. These statues remain until killed.

Return to Stone: Drains some of the life essence from players, knocking them back and inflicting 60328 to 6342158500 to 61500 Shadow damage and forming a stone statue from that essence. These statues frequently strike the ground, inflicting 120656 to 126843 Physical damage and stunning targets in a frontal cone for 2 sec. These statues remain until killed.

Return to Stone: Drains some of the life essence from players, knocking them back and inflicting 60328 to 6342158500 to 61500 Shadow damage and forming a stone statue from that essence. These statues frequently strike the ground, inflicting 120656 to 126843 Physical damage and stunning targets in a frontal cone for 2 sec. These statues remain until killed.

Set to Blow: Throws a pack of highly volatile bombs on the back of players. After 30 sec, these bombs will detonate, inflicting 429000 to 451000156000 to 164000 Fire damage per remaning stack to all players within 109 yards. Players may use Throw Bomb to remove one of these bombs, dropping it on the ground instead. Bombs on the ground will detonate, for 429000 to 451000 Fire damageinflicting 156000 to 164000 Fire damage to anyone within 9 yards when any player enters their close proximity or after 30 sec. The damageexplosion from any of these bombs can chain to nearby ground bombs.

Set to Blow: Throws a pack of highly volatile bombs on the back of players. After 30 sec, these bombs will detonate, inflicting 429000 to 451000156000 to 164000 Fire damage per remaning stack to all players within 109 yards. Players may use Throw Bomb to remove one of these bombs, dropping it on the ground instead. Bombs on the ground will detonate, for 429000 to 451000 Fire damageinflicting 156000 to 164000 Fire damage to anyone within 9 yards when any player enters their close proximity or after 30 sec. The damageexplosion from any of these bombs can chain to nearby ground bombs.

Set to Blow: Throws a pack of highly volatile bombs on the back of players. After 30 sec, these bombs will detonate, inflicting 429000 to 451000156000 to 164000 Fire damage per remaning stack to all players within 109 yards. Players may use Throw Bomb to remove one of these bombs, dropping it on the ground instead. Bombs on the ground will detonate, for 429000 to 451000 Fire damageinflicting 156000 to 164000 Fire damage to anyone within 9 yards when any player enters their close proximity or after 30 sec. The damageexplosion from any of these bombs can chain to nearby ground bombs.

Set to Blow: Throws a pack of highly volatile bombs on the back of players. After 30 sec, these bombs will detonate, inflicting 429000 to 451000156000 to 164000 Fire damage per remaning stack to all players within 109 yards. Players may use Throw Bomb to remove one of these bombs, dropping it on the ground instead. Bombs on the ground will detonate, for 429000 to 451000 Fire damageinflicting 156000 to 164000 Fire damage to anyone within 9 yards when any player enters their close proximity or after 30 sec. The damageexplosion from any of these bombs can chain to nearby ground bombs.

Set to Blow: Throws a pack of highly volatile bombs on the back of players. After 30 sec, these bombs will detonate, inflicting 429000 to 451000156000 to 164000 Fire damage per remaning stack to all players within 109 yards. Players may use Throw Bomb to remove one of these bombs, dropping it on the ground instead. Bombs on the ground will detonate, for 429000 to 451000 Fire damageinflicting 156000 to 164000 Fire damage to anyone within 9 yards when any player enters their close proximity or after 30 sec. The damageexplosion from any of these bombs can chain to nearby ground bombs.

Set to Blow: Throws a pack of highly volatile bombs on the back of players. After 30 sec, these bombs will detonate, inflicting 429000 to 451000156000 to 164000 Fire damage per remaning stack to all players within 109 yards. Players may use Throw Bomb to remove one of these bombs, dropping it on the ground instead. Bombs on the ground will detonate, for 429000 to 451000 Fire damageinflicting 156000 to 164000 Fire damage to anyone within 9 yards when any player enters their close proximity or after 30 sec. The damageexplosion from any of these bombs can chain to nearby ground bombs.

Set to Blow: Throws a pack of highly volatile bombs on the back of players. After 30 sec, these bombs will detonate, inflicting 429000 to 451000156000 to 164000 Fire damage per remaning stack to all players within 109 yards. Players may use Throw Bomb to remove one of these bombs, dropping it on the ground instead. Bombs on the ground will detonate, for 429000 to 451000 Fire damageinflicting 156000 to 164000 Fire damage to anyone within 9 yards when any player enters their close proximity or after 30 sec. The damageexplosion from any of these bombs can chain to nearby ground bombs.

Set to Blow: Throws a pack of highly volatile bombs on the back of players. After 30 sec, these bombs will detonate, inflicting 429000 to 451000156000 to 164000 Fire damage per remaning stack to all players within 109 yards. Players may use Throw Bomb to remove one of these bombs, dropping it on the ground instead. Bombs on the ground will detonate, for 429000 to 451000 Fire damageinflicting 156000 to 164000 Fire damage to anyone within 9 yards when any player enters their close proximity or after 30 sec. The damageexplosion from any of these bombs can chain to nearby ground bombs.

Set to Blow: Throws a pack of highly volatile bombs on the back of players. After 30 sec, these bombs will detonate, inflicting 429000 to 451000156000 to 164000 Fire damage per remaning stack to all players within 109 yards. Players may use Throw Bomb to remove one of these bombs, dropping it on the ground instead. Bombs on the ground will detonate, for 429000 to 451000 Fire damageinflicting 156000 to 164000 Fire damage to anyone within 9 yards when any player enters their close proximity or after 30 sec. The damageexplosion from any of these bombs can chain to nearby ground bombs.

Shadowy Apparition: When you deal critical periodic damage with your Shadow Word: Pain, you also create a shadowy version of yourself that floats towards the target and deals 393 (+ 37.5% of SpellPower0 Shadow damage.

Shattered Armor: Periodically enrages, increasing damage done by 300%200% but decreasing movement speed by 75%. While enraged, attacks have a chance to shatter the armor of his target, decreasing their armor by $148510%10% for 1 min. This effect stacks.

Wind Strike: Inflicts 261421 to 274828253500 to 266500 Nature damage and inflicts an additional 8250080000 Nature damage every second for 6 sec.

Shield Bash: Korven the Prime bashes his target, stunning them for 6 sec. Korven follows this attack with a KorvenVicious Assault. Vicious Assault 0.5 sec castKorven the Prime strikes out several times in front of him, inflicting damage to any target in the area.

Sonic Projection: Inflicts 231250 to 268750185000 to 215000 Physical damage to all victims caught in the Sonic Projection's path every second.

Sonic Pulse: Inflicts 285000 to 315000228000 to 252000 Pyhsical damage every second to all targets caught in the path of the Sonic Pulse.

Sonic Resonance: Inflicts 138750 to 161250111000 to 129000 Physical damage to all targets within 5 yards.

Spark of Life: Creates a Spark of Life, which periodically pulses an electrically charged cloud, inflicting 201093 to 211406195000 to 205000 Nature damage to enemies within 4 yards. Defeating the Spark of Life invokes a Supernova, immediately inflicting 122512 to 124987118800 to 121200 Nature damage to enemies within 8 yards.

Spark of Life: Creates a Spark of Life, which periodically pulses an electrically charged cloud, inflicting 201093 to 211406195000 to 205000 Nature damage to enemies within 4 yards. Defeating the Spark of Life invokes a Supernova, immediately inflicting 122512 to 124987118800 to 121200 Nature damage to enemies within 8 yards.

Spectral Grog: Transform into a spectral pirate and gets you drunk to boot.

Spirit Bound: Summons a manefestation of negative emotion which shares health with its creator.Embodied Despair and Embodied Desperation focus their negative emotions, creating Sha manifestations which attack players. Any damage taken by these manifested emotions will also be suffered by the creature that spawned them.

Spirit Bound: Summons a manefestation of negative emotion which shares health with its creator.Embodied Despair and Embodied Desperation focus their negative emotions, creating Sha manifestations which attack players. Any damage taken by these manifested emotions will also be suffered by the creature that spawned them.

Spirit Bound: Summons a manefestation of negative emotion which shares health with its creator.Embodied Despair and Embodied Desperation focus their negative emotions, creating Sha manifestations which attack players. Any damage taken by these manifested emotions will also be suffered by the creature that spawned them.

Staff of Resonating Water: Imbues all players of the healer role in the current quadrant of this warehouse with a boon. Heals have a chance to create a wave of force that contains 303750120000 healing energy which travels forward 40 yards. Any friendly targets in the wave's path consume healing energy based on their missing health. This effect has an 8-second cooldown. The wave also damages enemies for 352563 to 370644352950 to 371050 Nature damage. After 2 sec or once all healing energy has been consumed, the wave dissipates.

Staff of Resonating Water: Imbues all players of the healer role in the current quadrant of this warehouse with a boon. Heals have a chance to create a wave of force that contains 303750120000 healing energy which travels forward 40 yards. Any friendly targets in the wave's path consume healing energy based on their missing health. This effect has an 8-second cooldown. The wave also damages enemies for 352563 to 370644352950 to 371050 Nature damage. After 2 sec or once all healing energy has been consumed, the wave dissipates.

Staff of Resonating Water: Imbues all players of the healer role in the current quadrant of this warehouse with a boon. Heals have a chance to create a wave of force that contains 303750120000 healing energy which travels forward 40 yards. Any friendly targets in the wave's path consume healing energy based on their missing health. This effect has an 8-second cooldown. The wave also damages enemies for 352563 to 370644352950 to 371050 Nature damage. After 2 sec or once all healing energy has been consumed, the wave dissipates.

Staff of Resonating Water: Imbues all players of the healer role in the current quadrant of this warehouse with a boon. Heals have a chance to create a wave of force that contains 303750120000 healing energy which travels forward 40 yards. Any friendly targets in the wave's path consume healing energy based on their missing health. This effect has an 8-second cooldown. The wave also damages enemies for 352563 to 370644352950 to 371050 Nature damage. After 2 sec or once all healing energy has been consumed, the wave dissipates.

Storm Blossom: Belch a blossom of firelightning that creates a patch of firelightning at the impact location.

Storm Blossom: Belch a blossom of firelightning that creates a patch of firelightning at the impact location.

Supernova: Creates a Spark of Life, which periodically pulses an electrically charged cloud, inflicting 201093 to 211406In a last ditch effort, any being animated by the Unstable Titan Energy transforms into a raw Unstable Spark, leaps to a distant quadrant and attempts to go Supernova. Successfully casting Supernova inflicts 346500 to 353500 Nature damage to enemies within 4 yards. Defeating the Spark of Life invokes a Supernova, immediately inflicting 122512 to 124987 Nature damage to enemies within 8 yards.all nearby enemies.

Surge of Light: You have a 15% chance when you Smite Heal, Flash Heal, Binding Heal or Greater Healor cast a healing spell to cause your next Flash Heal to be instant cast and have no mana cost. Limit 2 charges.

Swipe: The caster inflicts 450000360000 Physical damage to all enemies in front of them.

Tidal Wave: You summonSummons a violent typhoon that does 195000 to 205000 Nature damage when in contact with hostile targets, knocking them back 5 yards.deals 146250 to 153750 Nature to enemies with which it collides.

Tidal Wave: You summonSummons a violent typhoon that doesdeals 195000 to 205000 Nature damage when in contact with hostile targets, knocking them back 5 yards.to enemies with which it collides.

Tidal Wave: Summons a violent typhoon that deals 146250 to 153750 Nature to enemies with which it collides.

Time Warp: Warp the flow of time, increasing melee, ranged, and spell haste by 30% for all party and raid members. Lasts 40 sec.

Unstable Spark: In a last ditch effort, any being animated by the Unstable Titan Energy transforms into a raw Unstable Spark, leaps to a distant quadrant and attempts to go Supernova. Successfully casting Supernova inflicts 346500 to 353500 Nature damage to all nearby enemies.

Unstable Spark: In a last ditch effort, any being animated by the Unstable Titan Energy transforms into a raw Unstable Spark, leaps to a distant quadrant and attempts to go Supernova. Successfully casting Supernova inflicts 346500 to 353500 Nature damage to all nearby enemies.

Unstable Spark: In a last ditch effort, any being animated by the Unstable Titan Energy transforms into a raw Unstable Spark, leaps to a distant quadrant and attempts to go Supernova. Successfully casting Supernova inflicts 346500 to 353500 Nature damage to all nearby enemies.

Unstable Spark: In a last ditch effort, any being animated by the Unstable Titan Energy transforms into a raw Unstable Spark, leaps to a distant quadrant and attempts to go Supernova. Successfully casting Supernova inflicts 346500 to 353500 Nature damage to all nearby enemies.

Comments

Comment by AkimboYojimbo

Glyph of the Weaponmaster: Your Shout abilities cause the appearance of your weapon to change to that of a random weapon from your primary bag for 10 min.

10 minutes? Assuming Legendaries are valid options, this is practically a transmog option for warriors.

Glyph of Victorious Throw: Increases the range of Victory Rush and Impending Victory by 15 yards.

This sounds useful, though I'm a bit confused by...

Glyph of Victory Rush: Increases the total healing provided by your Victory Rush by 50%. This glyph has no effect if combined with the Impending Victory talent.

Seems a bit harsh to lose the Impending Victory after a kill effect.

Lifebloom: Heals the target for over 15 sec. When Lifebloom expires or is dispelled, the target is instantly healed for . This effect can stack up to 3 times on the same target. Duration refreshed each time you cast Healing Touch, Nourish, or Regrowth on the target. Lifebloom can be active only on one target at a time, but all applications move to the new target when the target is changed if more than 2 sec duration remains.

Delighted this effect now appears to be baseline.

Comment by Ashesofalar

on 2013-07-26T21:56:15-05:00

what exactly are they changing on the glory of the ulduar 10 player meta? only two differences i see are no achievement points and it doesn't have the account-wide progress. I'm confused here :P

Comment by jabin

on 2013-07-26T22:17:55-05:00

what exactly are they changing on the glory of the ulduar 10 player meta? only two differences i see are no achievement points and it doesn't have the account-wide progress. I'm confused here :P

Feat of strength.

Comment by Hiyame

on 2013-07-26T22:46:51-05:00

Why would they change the Starfall ability back? I was so excited to not randomly pull things any more. Oh well. Back to making raid people hate me for my rotation...

Comment by AkimboYojimbo

on 2013-07-26T22:55:18-05:00

Why would they change the Starfall ability back? I was so excited to not randomly pull things any more. Oh well. Back to making raid people hate me for my rotation...

It still only strikes mobs your in combat with, so you won't pull extra.

Comment by Drahken

on 2013-07-26T22:58:24-05:00

"Yay! I'm glad they keep buffing Arcane Shot!" said no one ever. They keep this up and pretty soon we're going to be back to the bad old days where specialties are meaningless and it's just most effective to just endlessly spam Arcane Shot.

Comment by MrMagnil0quent

on 2013-07-26T23:06:19-05:00

Death Knight reminds me of the xenomorph from Prometheus. After WOTLK I expect every tier set to look horrendous and this is almost always true.

Comment by RiftWalker

on 2013-07-26T23:13:14-05:00

Chain Heal: Heals the friendly target for 7086 to 8094 (+ 68.76% of SpellPower), then jumps to heal the most injured nearby targets. If cast on a party or raid member, the heal will only jump to other members. Each jump reduces the effectiveness of the heal by 30%. Heals 4 total targets.

I can already do so much AoE, But thanks again. Resto shamans are soon going to be a need in raids. :D Thank god I lvled mine!

Glyph of Eternal Earth: Your Lightning Bolt has a chance to add a charge to your currently active Earth Shield. This cannot cause Earth Shield to exceed 9 charges.

Meaning they want resto to dps, for some Earth Shields...... O.o

Thunderstorm: You call down a bolt of lightning, energizing you and damaging nearby enemies within 10 yards. Restores 60%15% mana to you and deals 1696 to 1937 (+ 57.1% of SpellPower) Nature damage to all nearby enemies, reducing their movement speed by 40% for 5 sec and knocking them back 20 yards. This spell is usable while stunned.

I never remember that spell giving that much mana, oh well. :)

Glyph of the Weaponmaster: Your Shout abilities cause the appearance of your weapon to change to that of a random weapon from your primary bag for 0 sec.10 min.

Ultimatum: Your Shield Slam criticals make your next Heroic Strike or Cleave cost no Rage and be a guaranteed critical strike.

Meaning Prot gets a Buff, that's new.... And means that low-lvl Prot warriors will be EVEN MORE Godly.

Nah, it's a nerf for most prot warriors. Since it only procs from crits, rather than the fixed 30% chance, and we've got a less than 15% crit chance, we wind up having it proc less than half as often. The guaranteed crit isn't enough to overcome that.

Comment by abris1995

on 2013-07-27T02:00:01-05:00

Glyph of the Weaponmaster: Your Shout abilities cause the appearance of your weapon to change to that of a random weapon from your primary bag for 0 sec.10 min.

Glyph of the Weaponmaster: Your Shout abilities cause the appearance of your weapon to change to that of a random weapon from your primary bag for 0 sec.10 min.

WTF legendary "transmog" for warriors? why other classes dont get this thing? why just stupid warriors?Or just remove legendary weapons from this .

Comment by VictoriaWarrior

on 2013-07-27T02:49:46-05:00

I don't feel like the change to Ultimatum is a buff, to the guy who said that Prot Was getting a buff. I believe it's actually a nerf as it used to have a Flat 30% chance on shield strike and now it goes by critical strikes. We'd have to have 30% Crit Strike to make it as effective as it was before and why would we have 30% crit strike (Bar activating Recklessness)?

Comment by qnasheR

on 2013-07-27T03:04:36-05:00

"Yay! I'm glad they keep buffing Arcane Shot!" said no one ever. They keep this up and pretty soon we're going to be back to the bad old days where specialties are meaningless and it's just most effective to just endlessly spam Arcane Shot.

Thats one of those things that frustrate me about this game,classes that are already idioctly easy and strong get even stronger and easier.

Glad i quit my subscription,this game just annoyed me more with every patch where they buffed hunters.

Comment by Mikula

on 2013-07-27T05:47:03-05:00

Wait, if Glory of The Ulduar Raider 10 is moving to fos, does that mean it's going to be locked out for anyone that doesn't have it?

EDIT: Like the Undying, and the Plagued Proto-Drakes, I mean.

Comment by murphmanfa

on 2013-07-27T07:49:07-05:00

I am really liking that pally tier set. The others feel mostly generic for this expansion, but paladins got the good stuff this round.

Comment by vindurza

on 2013-07-27T10:22:02-05:00

rogues got the short stick this patch fir tier we look like we've skinned a robot and decided to wear it

Comment by Filipse

on 2013-07-27T12:59:56-05:00

Ultimatum: Your Shield Slam criticals make your next Heroic Strike or Cleave cost no Rage and be a guaranteed critical strike.

Shield-Slam was hotfixxed to deal 50% less damage-bonus from attack-power under level 80, that's active in the current live patch, which is funny since Marksman hunter, Frost-Mages, Destro locks and the likes of single-target focused classes could still hit more than a shield-slam crit to begin with prior to the nerf, that with Shield-Slam nerfed and the rest unchanged.